#version 320 es
layout (location = 0x001) in vec3 pos;
layout (location = 0x002) in vec3 normal;
layout (location = 0x003) in vec2 uv;
out vec3 Normal;
out vec3 FragPos;
out vec2 u_v;
uniform mat4 m_matrix;
layout (std140) uniform MATRIX
{
    mat4 v_matrix;              //视图矩阵
    mat4 p_matrix;              //投影矩阵
    mat4 vp_matrix;             //视图投影矩阵
};
void main(void) {
    vec4 fragPos = m_matrix * vec4(pos, 1.0f);
    FragPos = vec3(fragPos);
    Normal = normal;
    u_v = uv;
    gl_Position = p_matrix * v_matrix * fragPos;
}
